Removed more unused stuff.
Finally finished ingame OpenGL code (I hope). Fixed another mistake in mathline.c.
This commit is contained in:
parent
90d3747b13
commit
acbc8ea8b8
17 changed files with 612 additions and 1390 deletions
26
TODO
26
TODO
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@ -1,2 +1,28 @@
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[DONE] [08/24/01] Finish OpenGL code.
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* Fix sound code.
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* See if RGT will respond.
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* Menus.
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* Proper file loading/saving (ignore case, search certain directories) and
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config handling (~/.avp/{ge, re, ad, md, pd}/?)
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* Command line options.
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* CD Audio.
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* Try to get demos and regular edition to work.
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* See what FOX/Rebellion has to say (if anything) about redistribution of the
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demos and if its possible to create an installer for regular/gold edition
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CDs.
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* Put together a workaround if RGT plan fails.
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* See if the build process can be made easier for those who download the
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source.
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* Write documentation.
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* Prep for a release. Get someone who has a saner system to build binaries.
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Look into loki_setup.
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* "Beta test." Play through the game at least once starting with a clean
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install.
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* Release. And the crowd goes wild.
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* Fix any bugs found after previous release.
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* Add networking and everything related (dedicated server, master server,
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etc.)
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* Release new version. And fix bugs, and release new version, and so on.
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----
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* Debug, verify, and reimplant the inline functions in mathline.c to
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inline.h
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@ -44,8 +44,6 @@
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#include "sfx.h"
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#include "bh_marin.h"
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#include "bh_far.h"
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#include "pldghost.h"
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#include "pheromon.h"
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#include "targeting.h"
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#include "dxlog.h"
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#include "los.h"
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@ -1711,7 +1711,6 @@ void SaveStrategy_HierarchicalDebris(STRATEGYBLOCK* sbPtr)
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/*------------------**
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** Load/Save Debris **
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**------------------*/
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#include "savegame.h"
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typedef struct debris_save_block
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{
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@ -1864,4 +1863,4 @@ void SaveStrategy_Debris(STRATEGYBLOCK* sbPtr)
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block->integrity = sbPtr->integrity;
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block->SBDamageBlock = sbPtr->SBDamageBlock;
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}
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}
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@ -43,8 +43,6 @@
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#include "bh_marin.h"
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#include "bh_dummy.h"
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#include "bh_far.h"
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#include "pldghost.h"
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#include "pheromon.h"
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#include "targeting.h"
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#include "dxlog.h"
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#include "los.h"
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@ -15,7 +15,6 @@
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#include "pvisible.h"
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#include "pheromon.h"
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#include "bh_far.h"
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#include "bh_marin.h"
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#include "pldghost.h"
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#include "load_shp.h"
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@ -59,47 +58,6 @@ int ShowHiveState=0;
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FILE *logFile;
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#endif
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/* load generator parameters: pc only*/
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//paramaters now got from rif file
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#define LOAD_PC_GENERATORPARAMS 0
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#if LOAD_PC_GENERATORPARAMS
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static void LoadGeneratorParams(void);
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/* Level hive/generator parameters -----------------------------
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Format: max npcs, initial npcs per minute,
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change in npcs per minute (per minute, approx)
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--------------------------------------------------------------*/
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HIVELEVELPARAMS hiveLevelData[] =
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{
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{25,4,2,(ONE_FIXED*60)}, /* gen 1 : */
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{25,4,2,(ONE_FIXED*90)}, /* gen 2 : */
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{25,4,2,(ONE_FIXED*120)}, /* gen 3 : */
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{25,4,2,(ONE_FIXED*60)}, /* gen 4 : */
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{25,4,2,(ONE_FIXED*60)}, /* Medlab : */
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{25,4,2,(ONE_FIXED*60)}, /* cmc 1 : */
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{25,4,2,(ONE_FIXED*60)}, /* cmc 2 : */
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{25,4,2,(ONE_FIXED*60)}, /* cmc 3 : */
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{25,4,2,(ONE_FIXED*120)}, /* cmc 4 : */
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{25,4,2,(ONE_FIXED*60)}, /* cmc 5 : */
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{25,4,2,(ONE_FIXED*90)}, /* cmc 6 : */
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{25,4,2,(ONE_FIXED*60)}, /* sp 1 : */
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{25,4,2,(ONE_FIXED*60)}, /* sp 2 : */
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{25,4,2,(ONE_FIXED*60)}, /* sp 3 : */
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{25,4,2,(ONE_FIXED*60)}, /* r&d 1 : */
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{25,4,2,(ONE_FIXED*60)}, /* r&d 2 : */
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{25,4,2,(ONE_FIXED*60)}, /* r&d 3 : */
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{25,4,2,(ONE_FIXED*90)}, /* r&d 4 : */
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{25,4,2,(ONE_FIXED*60)}, /* mps 1 : */
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{25,4,2,(ONE_FIXED*120)}, /* mps 2 : */
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{25,4,2,(ONE_FIXED*60)}, /* mps 3 : */
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{25,4,2,(ONE_FIXED*120)}, /* mps 4 : */
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{25,4,2,(ONE_FIXED*60)}, /* surface : */
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{25,2,1,(ONE_FIXED*120)}, /* entrance : */
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};
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#endif
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/*
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Stuff for adjusting difficulty level according to player's performance
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@ -919,154 +877,6 @@ void ForceAGenerator(void)
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}
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#if (SupportWindows95 && LOAD_PC_GENERATORPARAMS)
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static char genFileLine[128];
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static void LoadGeneratorParams(void)
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{
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FILE* genParamsFile;
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int numValsRead = 0;
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genParamsFile = fopen("GENPARAM.TXT","r");
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/* do nothing if we can't load the file */
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if(!genParamsFile) return;
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while(fgets((char*)genFileLine,128,genParamsFile))
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{
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if(!(strncmp((char*)genFileLine,"#",1))) continue; /* a comment line */
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if(strlen((char*)genFileLine) > 4) continue; /* too long */
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/* should be a data line...
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convert to an int and set appropriate value in hiveData[] */
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{
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int thisValue;
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I_AVP_ENVIRONMENTS thisLevel = 0;
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thisValue = atoi(genFileLine);
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switch(numValsRead/3)
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{
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case(0):
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{
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thisLevel = I_Gen1;
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break;
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}
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case(1):
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{
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thisLevel = I_Gen2;
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break;
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}
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case(2):
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{
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thisLevel = I_Gen3;
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break;
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}
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case(3):
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{
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thisLevel = I_Medlab;
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break;
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}
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case(4):
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{
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thisLevel = I_Cmc2;
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break;
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}
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case(5):
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{
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thisLevel = I_Cmc4;
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break;
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}
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case(6):
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{
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thisLevel = I_Cmc6;
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break;
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}
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case(7):
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{
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thisLevel = I_Sp2;
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break;
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}
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case(8):
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{
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thisLevel = I_Sp3;
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break;
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}
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case(9):
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{
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thisLevel = I_Rnd2;
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break;
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}
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case(10):
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{
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thisLevel = I_Rnd3;
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break;
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}
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case(11):
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{
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thisLevel = I_Rnd4;
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break;
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}
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case(12):
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{
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thisLevel = I_Mps2;
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break;
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}
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case(13):
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{
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thisLevel = I_Mps4;
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break;
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}
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case(14):
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{
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thisLevel = I_Surface;
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break;
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}
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case(15):
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{
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thisLevel = I_Entrance;
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break;
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}
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default:
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{
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/* there should only be 16 levels in the file */
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LOCALASSERT(1==0);
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continue;
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break;
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}
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}
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switch(numValsRead%3)
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{
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case(0):
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{
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hiveLevelData[thisLevel].maxGeneratorNPCs = thisValue;
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break;
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}
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case(1):
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{
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hiveLevelData[thisLevel].generatorNPCsPerMinute = thisValue;
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break;
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}
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case(2):
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{
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hiveLevelData[thisLevel].deltaGeneratorNPCsPerMinute = thisValue;
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break;
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}
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default:
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{
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/* there should only be 16 levels in the file */
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LOCALASSERT(1==0);
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break;
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}
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}
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}
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numValsRead++;
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}
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fclose(genParamsFile);
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}
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#endif
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void SetHiveParamaters(int enemytype,int max,int genpermin,int deltagenpermin,int time)
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{
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LoadedHiveData.maxGeneratorNPCs=max;
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#include "gamedef.h"
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#include "bh_types.h"
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//#include "comp_shp.h"
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#include "dynblock.h"
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#include "dynamics.h"
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//#include "lighting.h"
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#include "pfarlocs.h"
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#include "load_shp.h"
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#include "particle.h"
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#include "bh_types.h"
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#include "bh_rubberduck.h"
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#include "bh_weap.h"
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#include "sfx.h"
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while(--i);
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}
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}
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@ -18,9 +18,6 @@
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#include "consvar.hpp"
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#include "conscmnd.hpp"
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#include "equipmnt.h"
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#include "inline.h"
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#include "module.h"
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#include "stratdef.h"
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#include "weapons.h"
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#include "bh_queen.h"
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#include "bh_gener.h"
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@ -60,7 +60,6 @@
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#define VERSION_DisableStartupMenus Yes
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#define VERSION_DisableStartupCredits Yes
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#include "avp_menus.h"
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/******************
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Extern Engine Varibles
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@ -46,7 +46,6 @@
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#include "avp_menus.h"
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#include "showcmds.h"
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#include "game_statistics.h"
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#include "psndplat.h"
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#include "pldnet.h"
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#include "avp_userprofile.h"
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@ -311,11 +310,8 @@ void MaintainHUD(void)
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}
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RenderGrapplingHook();
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#if SOFTWARE_RENDERER
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FlushSoftwareZBuffer();
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#else
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SecondFlushD3DZBuffer();
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#endif
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//DrawFontTest();
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if (Observer)
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{
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@ -1,5 +1,4 @@
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#include "3dc.h"
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#include "3dc.h"
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#include "module.h"
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#include "inline.h"
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#include "stratdef.h"
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@ -61,8 +61,6 @@ extern "C++"
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( \
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RGBA_MAKE(rr,gg,bb,aa) \
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)
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#include "kshape.h"
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void D3D_DrawHUDFontCharacter(HUDCharDesc *charDescPtr);
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@ -695,17 +693,6 @@ void D3D_BLTGunSightToHUD(int screenX, int screenY, enum GUNSIGHT_SHAPE gunsight
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Draw_HUDImage(&imageDesc);
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}
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void LoadBackdropImage(void)
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{
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#if 1
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extern int BackdropImage;
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extern char LevelName[];
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if (!strcmp(LevelName,"pred03"))
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BackdropImage = CL_LoadImageOnce("Envrnmts\\Pred03\\backdrop.RIM",LIO_D3DTEXTURE|LIO_RELATIVEPATH|LIO_RESTORABLE);
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#endif
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}
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void Render_HealthAndArmour(unsigned int health, unsigned int armour)
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{
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HUDCharDesc charDesc;
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|
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@ -52,7 +52,6 @@
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#include "pldnet.h"
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extern "C" {
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#include "3dc.h"
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#include "inventry.h"
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extern int VideoMode;
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|
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@ -778,8 +778,8 @@ void LoadRifFile()
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#endif
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copy_rif_data(env_rif,CCF_ENVIRONMENT,PBAR_LEVEL_START+PBAR_LEVEL_INTERVAL*.4,PBAR_LEVEL_INTERVAL*.6);
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//setup_shading_tables();
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//LoadBackdropImage();
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}
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int Destroy_CurrentEnvironment(void)
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{
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// RWH destroys all en specific data
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|
|
140
src/genparam.txt
140
src/genparam.txt
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@ -1,140 +0,0 @@
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# AVP ALIEN GENERATOR DATA FILE
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#
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# This file contains level parameters for alien/marine generation.
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# There are three parameters defined for each level:
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# 1. Maximum number of aliens/marines in the level
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# 2. Number of aliens/marines generated per minute
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# 3. The increase in number generated per minute, per minute
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#
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# For an example of how these parameters work: if the initial
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# number of aliens generated per minute is 3, and the increase
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# in number per minute is 2, then during the first minute of
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# play time 3 aliens will be generated, during the second minute
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# 5 more will be generated, and during the third minute another
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# 7 will be generated.
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#
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# The format of this file is: comment lines start with a hash,
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# and each data item sits a new line. Each data item is preceeded
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# with a comment, stating what it is
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#
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# CHANGING THIS FILE
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# ------------------
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# You may change any parameter for any level in this file. Save the
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# file, and the next time you run the game the new parameter value
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# will be used... however, you must follow these rules:
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#
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# 1. Stick to the format conventions described above
|
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# 2. Do not insert comment lines longer than 80 characters
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# 3. Do not change the order of the data items in this file
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# 4. Do not save the file as anything other than a ASCII text file
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# If you just edit the particular data item you are interested in,
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# and then save the file, you shouldn't get any problems.
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#
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# Value Ranges
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# ------------
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# Maximum number of aliens should be between 0 and 255:
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# 25 is a typical value.
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# Aliens per minute should be between 0 and 255:
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# 3 is a typical value
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# Increase in aliens per minute should be between 0 and 255
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# 2 is a typical value
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#
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# Patrick.
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# -----------------------------------------------------------------
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#
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# GEN 1 (GENERAL ACCESS) : MAX ALIENS
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25
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# GEN 1 (GENERAL ACCESS) : ALIENS PER MINUTE
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3
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# GEN 1 (GENERAL ACCESS) : INCREASE IN ALIENS PER MINUTE
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2
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# GEN 2 (LIVING QUARTERS) : MAX ALIENS
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25
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# GEN 2 (LIVING QUARTERS) : ALIENS PER MINUTE
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4
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# GEN 2 (LIVING QUARTERS) : INCREASE IN ALIENS PER MINUTE
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2
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# GEN 3 (HANGER1) : MAX ALIENS
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25
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# GEN 3 (HANGER1) : ALIENS PER MINUTE
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4
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# GEN 3 (HANGER1) : INCREASE IN ALIENS PER MINUTE
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2
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# MEDLAB : MAX ALIENS
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25
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# MEDLAB : ALIENS PER MINUTE
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3
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# MEDLAB : INCREASE IN ALIENS PER MINUTE
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2
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# CMC 2 (HANGER 2) : MAX ALIENS
|
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25
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# CMC 2 (HANGER 2) : ALIENS PER MINUTE
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3
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# CMC 2 (HANGER 2) : INCREASE IN ALIENS PER MINUTE
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2
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# CMC 4 (MAIN ARMOURY) : MAX ALIENS
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25
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# CMC 4 (MAIN ARMOURY) : ALIENS PER MINUTE
|
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3
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# CMC 4 (MAIN ARMOURY) : INCREASE IN ALIENS PER MINUTE
|
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2
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# CMC 6 (MAIN CONTROL) : MAX ALIENS
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25
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# CMC 6 (MAIN CONTROL) : ALIENS PER MINUTE
|
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3
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# CMC 6 (MAIN CONTROL) : INCREASE IN ALIENS PER MINUTE
|
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2
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# SP2 (SECURITY POINT 2) : MAX ALIENS
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10
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# SP2 (SECURITY POINT 2) : ALIENS PER MINUTE
|
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1
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# SP2 (SECURITY POINT 2) : INCREASE IN ALIENS PER MINUTE
|
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1
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# SP3 (SECURITY POINT 3) : MAX ALIENS
|
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10
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# SP3 (SECURITY POINT 3) : ALIENS PER MINUTE
|
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1
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# SP3 (SECURITY POINT 3) : INCREASE IN ALIENS PER MINUTE
|
||||
1
|
||||
# R&D 2 (BIOWEAPONS RESEARCH) : MAX ALIENS
|
||||
25
|
||||
# R&D 2 (BIOWEAPONS RESEARCH) : ALIENS PER MINUTE
|
||||
3
|
||||
# R&D 2 (BIOWEAPONS RESEARCH) : INCREASE IN ALIENS PER MINUTE
|
||||
2
|
||||
# R&D 3 (CYBERNETIC AUGMENTATION) : MAX ALIENS
|
||||
25
|
||||
# R&D 3 (CYBERNETIC AUGMENTATION) : ALIENS PER MINUTE
|
||||
3
|
||||
# R&D 3 (CYBERNETIC AUGMENTATION) : INCREASE IN ALIENS PER MINUTE
|
||||
2
|
||||
# R&D 4 (NON-TERRESTRIAL TECH) : MAX ALIENS
|
||||
25
|
||||
# R&D 4 (NON-TERRESTRIAL TECH) : ALIENS PER MINUTE
|
||||
3
|
||||
# R&D 4 (NON-TERRESTRIAL TECH) : INCREASE IN ALIENS PER MINUTE
|
||||
2
|
||||
# MPS 2 (POWER SITE MAINTAINANCE) : MAX ALIENS
|
||||
25
|
||||
# MPS 2 (POWER SITE MAINTAINANCE) : ALIENS PER MINUTE
|
||||
3
|
||||
# MPS 2 (POWER SITE MAINTAINANCE) : INCREASE IN ALIENS PER MINUTE
|
||||
2
|
||||
# MPS 4 (MAIN REACTOR / NEST) : MAX ALIENS
|
||||
10
|
||||
# MPS 4 (MAIN REACTOR / NEST) : ALIENS PER MINUTE
|
||||
1
|
||||
# MPS 4 (MAIN REACTOR / NEST) : INCREASE IN ALIENS PER MINUTE
|
||||
1
|
||||
# SURFACE : MAX ALIENS
|
||||
25
|
||||
# SURFACE : ALIENS PER MINUTE
|
||||
5
|
||||
# SURFACE : INCREASE IN ALIENS PER MINUTE
|
||||
4
|
||||
# ENTRANCE : MAX ALIENS
|
||||
10
|
||||
# ENTRANCE : ALIENS PER MINUTE
|
||||
2
|
||||
# ENTRANCE : INCREASE IN ALIENS PER MINUTE
|
||||
1
|
14
src/main.c
14
src/main.c
|
@ -461,8 +461,6 @@ void CheckForWindowsMessages()
|
|||
handle_keypress(KeySymToKey(event.key.keysym.sym), 0, 0);
|
||||
break;
|
||||
case SDL_QUIT:
|
||||
// SDL_Quit();
|
||||
// exit(17); /* TODO tempy! */
|
||||
AvP.MainLoopRunning = 0; /* TODO */
|
||||
break;
|
||||
}
|
||||
|
@ -595,6 +593,9 @@ int main(int argc, char *argv[])
|
|||
|
||||
LoadKeyConfiguration();
|
||||
|
||||
CheatMode_Active = CHEATMODE_NONACTIVE;
|
||||
|
||||
|
||||
SoundSys_Start();
|
||||
CDDA_Start();
|
||||
|
||||
|
@ -626,12 +627,13 @@ int main(int argc, char *argv[])
|
|||
// SetLevelToLoad(AVP_ENVIRONMENT_TEMPLE); /* starting alien level */
|
||||
// SetLevelToLoad(AVP_ENVIRONMENT_INVASION_A);
|
||||
|
||||
AvP.PlayerType = I_Marine;
|
||||
// AvP.PlayerType = I_Marine;
|
||||
// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
|
||||
SetLevelToLoad(AVP_ENVIRONMENT_COLONY);
|
||||
// SetLevelToLoad(AVP_ENVIRONMENT_COLONY);
|
||||
|
||||
// AvP.PlayerType = I_Predator;
|
||||
// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
|
||||
AvP.PlayerType = I_Predator;
|
||||
SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
|
||||
// SetLevelToLoad(AVP_ENVIRONMENT_TEMPLE_P);
|
||||
|
||||
// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
|
||||
// SetLevelToLoad(AVP_ENVIRONMENT_SUBWAY_MP);
|
||||
|
|
|
@ -494,7 +494,6 @@ __asm__("movl 0(%%esi), %%eax \n\t"
|
|||
|
||||
int WideMulNarrowDiv(int a, int b, int c)
|
||||
{
|
||||
#if 0 /* TODO: broken? */
|
||||
int retval;
|
||||
/*
|
||||
_asm
|
||||
|
@ -505,16 +504,13 @@ int WideMulNarrowDiv(int a, int b, int c)
|
|||
mov retval,eax
|
||||
}
|
||||
*/
|
||||
/* TODO */
|
||||
__asm__("imull %2 \n\t"
|
||||
"idivl %3 \n\t"
|
||||
__asm__("imull %%ebx \n\t"
|
||||
"idivl %%ecx \n\t"
|
||||
: "=a" (retval)
|
||||
: "a" (a), "q" (b), "q" (c)
|
||||
: "cc"
|
||||
: "a" (a), "b" (b), "c" (c)
|
||||
: "%edx", "cc"
|
||||
);
|
||||
return retval;
|
||||
#endif
|
||||
return (a * b) / c;
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
1582
src/opengl.c
1582
src/opengl.c
File diff suppressed because it is too large
Load diff
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Add table
Add a link
Reference in a new issue